Q: In the scenario Resistance at Marvie a temporary majority medal is gained for controlling 4 Town hexes. However, one Town hex is further away from the others and a Church hex is close by. Which hexes count for the medal?

A: The Church is indeed part of the 4 hexes that make up the town of Marvie.

Here is some clarification that Mr. Borg gave us about Engineer units.

Q: If an Engineer is ordered with BEL, what is he allowed to do? Can he move 3 hexes into a minefield, battle normally, Take Ground, then move 3 more hexes and end in another minefield, all without blowing up any mines?A: (RB) Rule: An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling.

Therefore if Engineer unit when ordered by the Behind Enemy Lines and ends its first part of the BEL move on a Minefield hex, the unit instead of battling must clear the Minefield. Also because there was no battle, there is no taking ground.

Note an Engineer unit when ordered by the Behind Enemy Lines may move through a Minefield hex, the unit does not have to stop because the Behind Enemy Lines card allows the ordered unit to ignore terrain movement restrictions. A hex with a minefield piece, like other man-made fixed obstacles, is consider terrain.

Q: If an Engineer unit starts its turn in a minefield and chooses not to move, can he battle or is he required to remove the mine?A: (RB) When an Engineer unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex.

Q: Does an Engineer unit have to move to be able to remove a Mine token? Or can he start his turn in the hex and still remove the token?A: (RB) An Engineer unit does not have to move to be able to remove a Mine token. When the unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. If the Engineer unit chooses to move, the Minefield hex does not detonate.

Sadly I don't have a sense of when it might be ready. As I'm learning a new program (InDesign) it's going to take me longer. With life and work, it will also add some time and I am working on some other Memoir '44 projects...

Here is some clarification that Mr. Borg gave us about Engineer units.

Q: If an Engineer is ordered with BEL, what is he allowed to do? Can he move 3 hexes into a minefield, battle normally, Take Ground, then move 3 more hexes and end in another minefield, all without blowing up any mines?A: (RB) Rule: An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling.

Therefore if Engineer unit when ordered by the Behind Enemy Lines and ends its first part of the BEL move on a Minefield hex, the unit instead of battling must clear the Minefield. Also because there was no battle, there is no taking ground.

Note an Engineer unit when ordered by the Behind Enemy Lines may move through a Minefield hex, the unit does not have to stop because the Behind Enemy Lines card allows the ordered unit to ignore terrain movement restrictions. A hex with a minefield piece, like other man-made fixed obstacles, is consider terrain.

Q: If an Engineer unit starts its turn in a minefield and chooses not to move, can he battle or is he required to remove the mine?A: (RB) When an Engineer unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling must clear the Minefield in the hex.

Q: If an Engineer unit starts its turn in a minefield, can he remove the mine or does movement trigger the ability to remove mines?A: (RB) When an Engineer unit is on a Minefield and is ordered and chooses move, the Minefield hex does not detonate.

I like the consistency of Richard's logic in this since the unit using BEL is still effected by the terrain he lands on on his first movement. If a unit lands on a hex that prohibits battle, then it cannot battle; if an engineer ends on a minefield, he must remove the mine in lieu of battling. Consistent.

Q: In the scenario Resistance at Marvie a temporary majority medal is gained for controlling 4 Town hexes. However, one Town hex is further away from the others and a Church hex is close by. Which hexes count for the medal?

A: The Church is indeed part of the 4 hexes that make up the town of Marvie.

Q: In the scenario Resistance at Marvie a temporary majority medal is gained for controlling 4 Town hexes. However, one Town hex is further away from the others and a Church hex is close by. Which hexes count for the medal?

A: The Church is indeed part of the 4 hexes that make up the town of Marvie.

i kinda expected that, since when you play a firefight, you can order an extra unit out off range, anticipating a retreat by the enemy, coming into range. Extended faq pg 8 below, Q 1.

This is in the same idea line, the unit is ordered so it has battle opportunity and the enemy comes into range !

Yes, I do understand the answer is to keep the game consistent. However, the "frenzy" action of a Banzai! should be done with a target in mind, not expecting that a target may appear somehow. That's how we do understand the "Banzai War cry" and that should be the spirit of the rule.

DICE QUESTIONSQ. What happens if there are dice conflicts?A. In case of conflicts between the rules of the attacker and the defender in the interpretation of a Star result on the attacker's dice, it is the attacker's interpretation that prevails.

Since the player playing the Barrage card is the "attacker" - it is a hit.

DICE QUESTIONSQ. What happens if there are dice conflicts?A. In case of conflicts between the rules of the attacker and the defender in the interpretation of a Star result on the attacker's dice, it is the attacker's interpretation that prevails.

Since the player playing the Barrage card is the "attacker" - it is a hit.

Q. Is there a limit toward the number off smoke screens on the map at ones ?

I think not but we need extra markers !
(if not we ll have to use some wadding i gess)

I would have to look in the rule book (which I don't have in front of me) to see if there's anything about limiting the number of Smoke Screens on the board at a time. I don't remember if it said anywhere...

If there's nothing preventing it, then you could have as much smoke on the board as you want. I think the official scenarios only ever have one screen on the board at a time but you could certainly have a unit shoot a smoke screen more than once.

If you don't have enough smoke screen tokens (or any), the Equipment pack explains that you should use a token or badge of your own to represent the smoke. Wadding would also work.

A rules question that came up on the french forum:
Q: When a command car is in a hex that belongs in 2 sections (on the red dotted line), can you order an extra unit in both of those sections when playing recon in force or general advance, or do you have to choose one section?

I think this is one that is not clear in the rules, and we might need input from someone at DoW or Richard himself.

A rules question that came up on the french forum:
Q: When a command car is in a hex that belongs in 2 sections (on the red dotted line), can you order an extra unit in both of those sections when playing recon in force or general advance, or do you have to choose one section?

I think this is one that is not clear in the rules, and we might need input from someone at DoW or Richard himself.

Personaly, i would play it as: " you order the extra unit in the section you are giving commands and i case your command card orders troops in more then one section, you have the free choice off section (between the 2 where the CC is in) where to apply the extra.
I do not see why you would want to order more then 1 extra

Q. According to the new rules for Big Guns, all similar units (Big Guns, Destroyers, etc) from the same nation can benefit from the Crosshair Markers benefit of +1 die. If one Big Gun unit hits a target and a different Big Gun unit moves, do we have to remove the Crosshair Marker?A. In scenarios with more than one Big Gun (or similar unit), the Cross-hair markers are not returned unless the target moves or is eliminated. If players want to add more detail and want to track which weapon zeroed-in, they can play the rules as normal and also return the marker when the appropriate Big Gun moves.

Q. When a Command Car is in a hex that belongs in 2 sections (on the red dotted line), can you order an extra unit in both of those sections when playing Recon in Force or General Advance, or do you have to choose one section?A. (RB) When a section card is played in the same section as a Command Car, the player activates 1 more unit than indicated by his card. When the Command Car is on a hex that belongs in 2 sections, and a Recon in Force or General Advance is played, a player must choose which one section the 1 additional unit will be ordered in.

Q. Can a Sniper move 2 hexes into a Jungle hex and still battle?
A. A Sniper moves like a Special Forces Infantry unit, 1 or 2 hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move 2 hexes into the Jungle hex and still battle. Therefore a Sniper cannot move 2 hexes into a Jungle hex and battle.

I do agree with this answer but it could be more clear what is the outcome ! I dont see what the Special Forces Infantry movement has to do with that, except complicate this answer by answering a second question in the same time, that woudl be: can a Special Inf unit move 2 into a Jungle hex and fight ? "

I suggest: " Since a sniper still has to obay terrain movement restriction rules (marked on the summary card), it is not possible to move into the jungle hex from 2 hexes away."

Q. Can a Sniper move 2 hexes into a Jungle hex and still battle?
A. A Sniper moves like a Special Forces Infantry unit, 1 or 2 hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move 2 hexes into the Jungle hex and still battle. Therefore a Sniper cannot move 2 hexes into a Jungle hex and battle.

I do agree with this answer but it could be more clear what is the outcome ! I dont see what the Special Forces Infantry movement has to do with that, except complicate this answer by answering a second question in the same time, that woudl be: can a Special Inf unit move 2 into a Jungle hex and fight ? "

I suggest: " Since a sniper still has to obay terrain movement restriction rules (marked on the summary card), it is not possible to move into the jungle hex from 2 hexes away."

You coudl add the second question mentioned here above seperately !

Thank you for the suggestion. However, the wording of the question and answer for this one went through a lot of discussion and Richard chose this answer. His wish is my command, so it's unlikely to change.

Q. Can a Sniper move 2 hexes into a Jungle hex and still battle?
A. A Sniper moves like a Special Forces Infantry unit, 1 or 2 hexes and battle. Jungle terrain rules do not allow a Special Forces Infantry unit to move 2 hexes into the Jungle hex and still battle. Therefore a Sniper cannot move 2 hexes into a Jungle hex and battle.

I do agree with this answer but it could be more clear what is the outcome ! I dont see what the Special Forces Infantry movement has to do with that, except complicate this answer by answering a second question in the same time, that woudl be: can a Special Inf unit move 2 into a Jungle hex and fight ? "

I suggest: " Since a sniper still has to obay terrain movement restriction rules (marked on the summary card), it is not possible to move into the jungle hex from 2 hexes away."

You coudl add the second question mentioned here above seperately !

Thank you for the suggestion. However, the wording of the question and answer for this one went through a lot of discussion and Richard chose this answer. His wish is my command, so it's unlikely to change.

But a Sniper can move 2 hexes into a Woods and Buildings hex and fire but a Special Forces unit cannot..
So a Sniper is very unlike a Special Forces Unit.

But a Sniper can move 2 hexes into a Woods and Buildings hex and fire but a Special Forces unit cannot..
So a Sniper is very unlike a Special Forces Unit.

I think we've discussed this extensively, if not in this thread then another.
To sum:
Hedgerows and Jungles have entry restrictions;
Snipers, Ski Troops and French Resistance can move onto terrain and battle;
The ruling was that Hedgerows and Jungle restrictions trump these units' ability.

I think the key phrase was, "But must still obey terrain movement restrictions."

I have searched the forums and did not find an 'official' answer from Dow yet ! (Hoping i didnt miss it anywhere.)

What i found so far is:

Artillery can move into a wire hex. "I did not find any rules saying artillery can not move into wire hex."

Arty can NOT remove wire, since "the wire card mentions only inf to be able to remove wire and armor."

Arty fires out at -1 die from wire: Faq on Artillery bombard, states: "like inf an arty on wire will reduce the number of battle dice it rolls by 1"

MoBile Artillery can move into wire hex." I did not find any rules saying Mob Arty can not move into wire."

Mobile Arty can NOT remove wire: "the card mentions only inf to be able to remove wire (in staid off batteling) and armor (simple moving onto it and STOP on it.)"
Stopping on it is an obligation for all units (except Hubart funnies with Bobbin.

Mobile Arty fires out at -1 die from wire: "Mobile arty fires like arty, so the same rules should be applied."

Armor just runs over and stops on wire to remove it and can still battle.

" Cavalry is treated as Inf for ordering and as armor for movement and battle. "

So, following the above rules:
- order the cavalry as infantry
- move onto wire, stop and flatten it = remove like armor does.
/-> " That doesnt sound right does it ? "

/-> i feel Cavalry should at least 'dismount' to be able to cut down = remove the wire, so this might be done by battling like infantry does ? "On the other hand, with those horses tangled up into that wire, should they at all be able to remove wire ?" !

/-> might it not be a good idea, since cavalry can move 3 since they are on horses, to give it the abbility to JUMP OVER the wire (that is afcourse if there is a free unoccupied open field hex behind it) !?

I have searched the forums and did not find an 'official' answer from Dow yet ! (Hoping i didnt miss it anywhere.)

What i found so far is:

Artillery can move into a wire hex. "I did not find any rules saying artillery can not move into wire hex."

Arty can NOT remove wire, since "the wire card mentions only inf to be able to remove wire and armor."

Arty fires out at -1 die from wire: Faq on Artillery bombard, states: "like inf an arty on wire will reduce the number of battle dice it rolls by 1"

MoBile Artillery can move into wire hex." I did not find any rules saying Mob Arty can not move into wire."

Mobile Arty can NOT remove wire: "the card mentions only inf to be able to remove wire (in staid off batteling) and armor (simple moving onto it and STOP on it.)"
Stopping on it is an obligation for all units (except Hubart funnies with Bobbin.

Mobile Arty fires out at -1 die from wire: "Mobile arty fires like arty, so the same rules should be applied."

Could we have an official answer from DoW on this please ?

You never actually asked a question here... What is it that you're wanting an official answer to?

I have searched the forums and did not find an 'official' answer from Dow yet ! (Hoping i didnt miss it anywhere.)

What i found so far is:

Artillery can move into a wire hex. "I did not find any rules saying artillery can not move into wire hex."

Arty can NOT remove wire, since "the wire card mentions only inf to be able to remove wire and armor."

Can artillery remove wire ?

Arty fires out at -1 die from wire: Faq on Artillery bombard, states: "like inf an arty on wire will reduce the number of battle dice it rolls by 1"

Does artillery have a dice reduction into wire ?

MoBile Artillery can move into wire hex." I did not find any rules saying Mob Arty can not move into wire."

Mobile Arty can NOT remove wire: "the card mentions only inf to be able to remove wire (in staid off batteling) and armor (simple moving onto it and STOP on it.)"
Stopping on it is an obligation for all units (except Hubart funnies with Bobbin.Can Mobile artillery remove wire ?

Mobile Arty fires out at -1 die from wire: "Mobile arty fires like arty, so the same rules should be applied."

Does Mobile artillery have a dice reduction into wire ?

Could we have an official answer from DoW on this please ?

You never actually asked a question here... What is it that you're wanting an official answer to?

What i meant is, i found lots off talk amongst players about the above on the forums and sometimes with diffrent opinions, but what i wrote above seems the most logical to me.
On those treads there was no answers nore statements from you sir Rasmussen nore DoW.

It might be my wrong use off words in translations, but i (we the community)would like a confirmation or the needed changes, toward the above mentioned about: " Rules for Arty & Mobile Arty in a wire "

All Question toward the FAQ in Color now !

And adding even more:

" Can cavalry remove wire and how it that played if so ? "

" Can snipers remove wire ? "
I would say no, since i dont see 1 man cutting up a hole bunch off wire. He might make a small hole you can pass trew, but that doesnt remove all wire

To add other units:

TD, Tiger, HT = same rules as for armor

SWA: is treated as normal infantry for all purposes. It removes wire in stead off batteling ! How does Early war SWA remove wire ?
Since Early War SWA can not battle when it moves, it takes 2 turns to remove the wire. Turn 1 move into the hex, turn 2 remove the wire en stead off batteling.

PC and trucks can NOT remove wire, so i suppose the CC can NOT remove wire then ?

Summond up question:" How do different kinds off units behave in wire regarding movement, firing, what units can remove wire and how do they do this ? "